Hello.
I have a project that uses square tiles for floors and I’m trying to set it up so that the water tiles look like a continuous body of water. In order to do this I’ve set the water tile to the default material, disabled its ‘render in main pass’ and set its customdepth stencil value to 1. So far this appears to be working to isolate the desired viewport regions:
Lit render of scene with water tiles
Custom Stencil Visualization render of same scene:
In order to proceed from here (following the tutorial/article here: Multi-color Outline Post Process - Tom Looman) I have created a post process volume and set it to be unbound. At this point I’m supposed to set a blendable, but I’m not sure how this works. What I want to happen is for a specific material to be rendered into the stenciled area. The only blendable in the list was LigtPropagationVolumeBlendable, so I tried ‘Asset Reference’ instead and picked my water material, but it didn’t draw anything.
What I’m confused about:
- How does it know to render this volume within the stencil value I specified?
- How can I get it to just draw this material?
- Could I possibly set it up so that it renders a single staticmesh in this pass instead? I’d like to just place a big rectangle with its top at the appropriate depth and only draw it into the stenciled area.
Any guidance about how to proceed or links to better documentation would be very appreciated.
Thanks.